- If we add a power fractal for displacing -- In the power Fractal Settings ... on ( WARPING TAB ) --- The Distort by normal (( MUST BE ON ))

( wich is by default Distort by normal is "Off" )

Without the ( distort by normal ) be on A powerfractal does not do DIsplacing on External geometrys ...

- " I still need to figure out at this point what happens in other fractals that do not have this setting "- Or how to emulate this setting - On other fractals that do nothave this setting ...-- How to make them "distort by normal" with nodes ... ?--- Thats a good question for yu all experts ...---- Well i'm just a testing & trial rookie here xD

So this was my best shot on Fractal Displacemnts on Imported geometrys so far :If ya want the file is here : http://www.mediafire.com/?qqzprdnti47v9q7[attachimg=#]OK so we were able to Displace a Imported OBJ Ball With some basic Fractal Displacemnt ... Yup not big deal ...

NOW ANOTHER AND MORE ADVANCED CHALENGE !!

This Is a imported OBJ Landscape ...LETS TRY TO DISPLACE AND DETAIL THIS IMPORTED OBJ LANDSCAPE WITH TERRAGEN FRACTALS !

Your object does get displacement ! Maybe you didn't put high enough numbers in the settings.

See the "displacement_01" image:The "Displacement" tab on the "Power fractal shader" you put on the "Material_25 shader(default shader)" doesn't have any effect as you see on the object.The very big "Displacement amplitude" number is from one of these tests.It does have no effect in such objects . Very high numbers do not change this so far i know .You have to use the "Material_25 shader(default shader)"'s "Displacement multiplier" setting to get more displacement.And you have to use the micro render of TG2 to get more-real displacement from your object.So if you want something like this "Ray trace objects" should not be used in the render node.But it depends on what you want of course.

See the "displacement_02" image for the render with this setting enabled .

( So basicaly thats it: ) - We just need to turn off raytrace objects for Displacemnt of Imported objects to work.- And keep an eye to the size of displacemnts / acording the scene size KM and work with biguer values ... if its a imported obj landscape like this ( Some also very important stuff ) - Making sure Imported object NORMALS are ok ...- And make sure that Imported object doesnt got UNWELDED Parts / vertices ... Otherwise the geometry will explode with displacemnt .- Also keep an eye as imported geometry polygon count / influences The amount of displacemnt ocours .. ( a higher polygon gets more displacemnt even with lower values ... )

- And we canot Aply / standart terrains Displacemnts to / imported objects ...- The whoole DIsplacemnt concept on imported Objects needs another kind of nodling ...- So we need to make custom functions that just work that way on imported objects displacemnts..

- Also when Copy pasting displacemnt nodes / outside to inside the obj node...We have to be carefull cause sometimes for displacemnt to work we need to import the whoole obj in another obj reader to get all everything conected again ...

- I made some Displacing functions for imported landscape obj and attached in the source files provided in this post !

THANK YU SO MUCH WOUNDERFULL TERRA WIZARDS !

And Yu know Peeps !! this is AMAZING !- Expecialy because we can Therefore Export from terragen Landscape as OBj - And ReMODEL Landscape Parts / in ZBRUSH / 3DCOAT / Acropora / Incendia / Sculptris... - And still Import very high "whoole custom modeled terrain meshes" And still displace it and add infinite Micropolygon details to it !

Quote from: RPGSI on May 04, 2011, 07:17:42 pm...- If we add a power fractal for displacing - In the power Fractal Settings ... on ( WARPING TAB ) - The Distort by normal (( MUST BE ON )) ( which is by default Distort by normal is "Off" ) ...

No ! You get displacement with it in OFF mode too!This is for getting warp effect (in the normal directions) . If you want this , enable it .

Well kinda! This is not as you expect it in the other Ray tracers.I thought about this too a while ago . I was going to post some test images but thought there is no need for this (the below ones are mostly from these tests).

Basically TG2 is quite a beast really! You can import a basic plane with only 2 faces or one with 100 000 and the end render will be nearly identical as you can see in the first 4 images below.The problem will only be important in the edges. If your objects doesn't displace in the way you think it should , it may be this , like in the "low poly cube" and "high poly cube" renders.If so, then you should use more faces-polys in your object.Look at the test renders below.

Quote from: RPGSI on May 06, 2011, 11:24:08 pm...- And we can not Apply / standard terrains Displacements to / imported objects ...- The whole Displacement concept on imported Objects needs another kind of nodling ...- So we need to make custom functions that just work that way on imported objects displacements.....

I am not sure what you mean here , RPGSI ?"Power fractal" or the image maps that i used for the objects in my test are "standard terrains Displacements" that we use in TG2 !

Objects as landscapes can be useful ! There are many possibilities in objects.But don't forget that you can not use some functionalities like object population on imported objects for now.This is the main reason you don't see mostly such images here (landscapes from objects). Maybe in the future ! This is Planetside's territory!And TG2 has it own strengths in this way with its standard functions and micro render .

There is no right or wrong in using them of course. The quality of the image is what it counts!

Thanks for the files RPGSI , but this thread would be better in the TG2 discussion section maybe . Anyway

These were not to be used again . Only tests. So i didn't saved them.I have only the images. And they are the same you see above . Sorry!But really there isn't anything remotely special about them. Only tests on high and low poly ball ,cube and plane objects with image map displacements.I think you have the same knowledge to easily do the same tests and much more

BTW THANK YU SO MUCH FOR ALL THE HELP AND CONTRIBUTION / AND INTERACTION SO FAR !

There is so much to learn about TERRAGEN ...

BAsicaly all the stuff i know and can do so far are tests i'v been doing over all the files Shared here in the File sharing Section ...

So as iv seen that there is no much info or files shared on this "procedural displacemnt over standart imported geometrys" I tought then about this tread.

On a side note ...

- I REAALY THINK THAT TERRAGEN DEVELOPERS SHOULD WORKOUT THE POPULATIONS ABOVE IMPORTED GEOMETRYS NORMALS WITH VECTOR DISPLACEMNT / AND DO EXACT SAME VECTOR UNLIMITED DISPLACEMENT WORKFLOW FEATURES TO IMPORTED OBJS AS IN COMMON TERRAINS.

One can Already Populate Make Populations above those hyperblobs..( volumetricaly Carved / displaced material Baked Geometry )And have a Volumetricaly infinite Fractal detail driven out of it ...

But the thing is that we in vue 9 "still" canot aply that Hyperblob With Ecosistems above it tecnique to "Imported objects" Just to comon Primitives geometrys. WIch is bad ...

We can aply Hyper materials in vue ... To imported Objects wich is alot like Mojo ...But Then we canot make POPULATIONS above those results ...We just can do that With new Hyperblobs But on Primitive Geometrys JUST !

I reaaly tought that with TERRAGEN Unlimited / HYPERDISPLACEMT By Fractals / on Imported Objects